• Title/Summary/Keyword: social virtual world

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Implementation of big web logs analyzer in estimating preferences for web contents (웹 컨텐츠 선호도 측정을 위한 대용량 웹로그 분석기 구현)

  • Choi, Eun Jung;Kim, Myuhng Joo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.83-90
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    • 2012
  • With the rapid growth of internet infrastructure, World Wide Web is evolving recently into various services such as cloud computing, social network services. It simply go beyond the sharing of information. It started to provide new services such as E-business, remote control or management, providing virtual services, and recently it is evolving into new services such as cloud computing and social network services. These kinds of communications through World Wide Web have been interested in and have developed user-centric customized services rather than providing provider-centric informations. In these environments, it is very important to check and analyze the user requests to a website. Especially, estimating user preferences is most important. For these reasons, analyzing web logs is being done, however, it has limitations that the most of data to analyze are based on page unit statistics. Therefore, it is not enough to evaluate user preferences only by statistics of specific page. Because recent main contents of web page design are being made of media files such as image files, and of dynamic pages utilizing the techniques of CSS, Div, iFrame etc. In this paper, large log analyzer was designed and executed to analyze web server log to estimate web contents preferences of users. With mapreduce which is based on Hadoop, large logs were analyzed and web contents preferences of media files such as image files, sounds and videos were estimated.

The Influence of Smart-phone Dependence of University Students on Career Attitude Maturity in the Convergence Era: Mediating Effect of Interpersonal Problem (융복합시대에 대학생의 스마트폰 의존도가 진로태도성숙에 미치는 영향: 대인관계 문제의 매개효과)

  • Baek, Seon-Mi;Son, Kwi-Ok;Park, Yu-Mi
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.100-108
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    • 2019
  • The purpose of this study is to analyze the influence of university students' dependence on smart-phone on career attitude maturity and the mediating effect of interpersonal problem in the analysis path. For this purpose, the study implemented a survey on students of universities in Seoul and Gyeonggi-do area and carry out a structural equation for empirical verification with a total of 218 copies. As a result, first, high level of daily life disturbance and virtual world orientation of university students, have a positive effect on interpersonal problems. Second, high level of daily life disturbance and virtual world orientation of university students, have a negative effect on career attitude maturity. Third, interpersonal problems of college students had a negative effect on career attitude maturity, and they were found to be fully mediated in relation to smart-phone dependence and career attitude maturity. Therefore, this study suggests that it can be used as a basic data for the development and application of various programs promoting the career attitude maturity of university students.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.

The Revitalization Schemes for Virtual Communities in Apartment Complexes - The Status and Classification of the Virtual Communities - (아파트 단지 내 사이버 공동체 활성화 방안 연구 I - 사이버 공동체 실태와 콘텐츠의 유형화 -)

  • Kang, Soon-Joo;Lee, Young-Ae
    • Journal of the Korean housing association
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    • v.19 no.1
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    • pp.57-66
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    • 2008
  • In the past, strong social bands, which had spontaneous communities, existed in Korean traditional society. However, while it's developing through industrialization; monolithic apartment houses were introduced which causes less interaction between neighbors. With the growing attention to the higher living quality, various schemes to revitalize the community spirits have been groped, including to improve in hardhearted neighborhood relationships and to cope with the dreariness in the city. With the development of the internet and the spread of 'digital home', the communities in cyber space have been especially revitalized since the information-oriented society. In a move to strengthen the communities in apartment complexes, this study tries to find the revitalization scheme for virtual communities in apartment complexes by analyzing the contents of its web sites and understanding the world of virtual community. These are compared and analyzed. The related virtual communities ("cafe" or "blogs") are also analyzed. The results are as follows. 1) There are some differences among the contents provided by apartment virtual community developing companies, still, it could be categorized into four types; "apartment complex introduction and management information" "community revitalization" "living guide" "individual services" 2) The contents provided by self-organized communities of residents neither require additional charge nor special membership for information while the formation is not systematized. 3) In the comparison of apartment virtual community developing companies with residents self-organized communities, "apartment complex introduction and management information" on freeboard, notice, request and Q&A, and "community revitalization" on communication board are both provided throughout the web sites. 4) The contents provided by apartment virtual community developing companies makes the information available in a wide range with managers, on the other hand, self-organized communities emphasize on showing attachment and concern of residents and requiring communications between neighborhoods.

Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

Influence of Interfaces on Novice Users' Performance in Social Virtual Worlds (사회적 가상세계에서 인터페이스가 초보사용자들의 성과에 미치는 영향)

  • Jung, Yoonhyuk;Ju, Boryung;Zach, Lisl
    • Journal of the Korean Society for information Management
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    • v.29 no.4
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    • pp.7-23
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    • 2012
  • This paper explores how interface environments have an influence on novice users' performance in social virtual worlds (SVWs), which are emerging user-centric three-dimensional cyberspaces. Despite their early popularity, SVWs have experienced that numerous new users leave the cyberspaces soon before they become long-term users. One possible reason is that unfamiliar interfaces of SVWs can be a barrier to novice users' adaptation of the technology. To understand a role of interfaces in the users' assimilation of SVWs, we examine an impact of three interface factors (presence, affordance, and feedback) on performance which is regarded as a yardstick for users' adaptation of SVWs. Forty participants were recruited and went through one-hour experimental sessions with seven tasks in Second Life; they were also asked to answer a questionnaire. Findings indicate that while affordance and feedback are significant factors influencing novice users' performance, presence has no impact on their performance.

A Study on the Influence of COVID-19 on International Arbitration (COVID-19가 국제중재에 미치는 영향에 관한 연구)

  • Kim, Yong-Il;Hwang, Ji-Hyeon
    • Journal of Convergence for Information Technology
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    • v.11 no.12
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    • pp.80-89
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    • 2021
  • In order to combat the spread of COVID-19, on January 30, 2020, the World Health Organization declared that the spread of COVID-19 has met the criteria of a "Public Health Emergency of International Concern" under Article 1 of the International Health Regulations(2005) and proposed a variety of preliminary recommendations to fight against the pandemic accordingly. All of a sudden, people are ordered to wear face-masks in public-which is forbidden for different reasons in many jurisdictions. Of course, the legal world was hit by the virus as well. Needless to mention that where economic and social life will change so drastically, the legal world will change(ex. virtual hearing) as well. Most probably, it will not ever be the same after COVID-19. And where the whole legal world will change, it is easy to state the obvious, namely that COVID-19 has and will have an impact on international arbitration as well. This paper will describe how international arbitration is dealing with this new challenge.

Transaction Pattern between Real Life and Games Centered on Players (플레이어의 현실과 게임내의 교류패턴)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.95-107
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    • 2012
  • Communication skill to maintain personal relationships is a crucial factor in our social life. However, even though a number of people are experiencing difficulty in communication owing to their poor interpersonal interchanges in real life, they are interacting with virtual characters in artificially created virtual space. In order to remedy such a lack of communication among game players, first, they need to search appropriate ways to communicate each other in real life, but not in virtual space, or to create a game space as a new place for interaction among them by utilizing advantages of the game world. To accomplish such an aim, it is necessary to precede the research on what kind of relations or characteristics for game players' interaction to others in the real life and game world. For the reason, in this paper, we investigate interaction patterns of game players in real life and in the virtual space. In order to perform this investigation, an ego-gram, which demonstrates the pattern of the ego states as a field-oriented approach is used as the research method. The result shows that there are differences between patterns in each spaces. so, we apply a factor analysis and analyse the relationship between the transaction pattern of players in two spaces using the ego-gram.

The Symbolism Embodied in the Expo Emblem-Based on Victor Turner's Symbolic Theory

  • Yongfeng Liu
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.238-248
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    • 2023
  • This study aims to examine the symbolism of the emblems of World Expositions by using Victor Turner's symbolic theory as a research method, and to reveal the symbolic types behind them by classifying the emblem designs of different periods and themes. The research object is 12 comprehensive World's Fair emblems from the 1939 New York World's Fair in the United States to the 2025 Osaka World's Fair in Japan, as identified by Bureau International des Expositions. The research method mainly adopts documentary research to collect historical information and theoretical frameworks related to the design of World's Fair emblems. In the analysis process, Victor Turner's symbolic sign theory is used as the main analytical framework to link the design elements of emblems to their relevance to specific societies and cultures in order to reveal the themes, values and ideas represented by the emblem symbolism. The results of the study show that the design of the Expo emblem uses different symbols, including material symbols, behavioral symbols, sensory symbols, natural symbols, social symbols and virtual symbols, to convey the core concepts, themes and values of the Expo. Through different types of symbols, the Expo emblem shows a wide range of concerns about technology and the future, mankind and the world, nature and ecology, and society and innovation. The symbolic design of the emblem plays an important role in conveying the core concept and theme of the Expo.

CONSTRUCTION EDUCATIONAL GAME FOR K-12

  • Youjin Jang;Moonseo Park;Hyun-Soo Lee;Chanhyuk Park
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.546-552
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    • 2013
  • The future competitiveness of construction industry is dependent on K-12 students. However, unfavorable images of construction industry have negative influence on K-12 students' decision-making of their career. This negative image makes them not want to find out what actually happens in construction industry. Consequently, it is important to give K-12 students the opportunity to know what construction employees actually do in their job. Studies show that K-12 students who encounter the job early-on are more likely to choose it as their career. In this context, this paper proposes construction educational game in which it can serve as a medium for capturing K-12 students' interest in Construction Management (CM). Based on the literature reviews, challenges of construction educational game for K-12 students which are edutainment, hands-on experience and social interaction, are derived. To address these issues, conceptual model and scenario are designed. Based on designed scenario, prototype of Simulation based Construction Game in Virtual World (SCGVW) is developed in Second Life (SL) and applicability test to K-12 students are implemented. This paper concludes with a discussion of the lessons learned and the future development steps of the construction educational game for K-12 students.

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